Sievnn 14 Posted January 24, 2013 (edited) @brave Do exactly what Nicke told you @pikakapi Im not giving support for external scripts issues I just have tested and if you have more than 4 dead party members, the game over doesnt come up, thanks for pointing it out because im about to release the 'Fantastic Pearl ABS Patch' which include a lot of great features like the weapon icon for user and the projectile, also i have fixed the Self switch issue and a lot of minor bug fixes. Stay alert for the next patch update =DDDDDDDDDDDDDDDDDDDDDDDD When? When? When? Who is Awesome? Falco is! By the way if you don't mind make it Icon for tools in general.not just weapons (i.e skills and armors). i BEEN WAITING FOR WEAPON ICONS FOR MONTHES ! Edited January 24, 2013 by Sievnn Share this post Link to post Share on other sites
brave 1 Posted January 24, 2013 @ Nicke and Falcao Thank you both, that worked perfectly! Any thought on getting the HUD to display above the darkness caused by Khas Awesome Lighting Effects? Share this post Link to post Share on other sites
Falcao 88 Posted January 25, 2013 There is a new Patch for this System called, 'Fantastic Pearl ABS Patch' featuring the User and projectile iconset graphics, bug fixes, enchanted game play and much more. Go get it here http://www.rpgmakervxace.net/topic/11867-fantastic-pearl-abs-patch/ Share this post Link to post Share on other sites
Nicke 151 Posted January 25, 2013 @Brave: You will need to mess with the z property in either Khas script or this one. Share this post Link to post Share on other sites
PinoyXBalot 1 Posted January 26, 2013 - I`m sorry i have putted this question in a wrong forum. But this is my question.... @Sir falcao maybe this comment must not go here but, is there a possible to make a summon skill auto attack enemies... Example: i created a summon servant that allows the summoned skill to approach enemies and attack?? Share this post Link to post Share on other sites
vivi21 1 Posted January 26, 2013 (edited) Holy crap an ABS where the ally A.I. isn't as dumb as dirt? Falcao you are a battle scripting genius, right up there with Gubid. This system is both awesome and easy to use cya sideview battlesystem! Edited January 26, 2013 by vivi21 1 Share this post Link to post Share on other sites
Sievnn 14 Posted January 26, 2013 - I`m sorry i have putted this question in a wrong forum. But this is my question.... @Sir falcao maybe this comment must not go here but, is there a possible to make a summon skill auto attack enemies... Example: i created a summon servant that allows the summoned skill to approach enemies and attack?? Its possible but using eventing in the common event. @Falco You = Awesome. Share this post Link to post Share on other sites
CompassNL 4 Posted January 26, 2013 I worked today on some objects I found more relevant for using a hookshot on. A half circle attached to a block. I also made an animated bush wich contains a swinging apple (slightly animated) for my own project I didnt want to have potions and magic water to be found in bushes, But apples can be found, it's more realistic so after cutting it down an apple drops (100% chance) from the bush and restores about 100 HP! Enjoy! Share this post Link to post Share on other sites
MrKeenard 0 Posted January 27, 2013 Hey does anyone know how to turn a character into an enemy using this? Share this post Link to post Share on other sites
Falcao 88 Posted January 27, 2013 @pinoyXbalot Yes you can create summons to attack enemies, see how i did the summon servant in the demo but instead of a benefical skill use damage skills obviously. @compass very nice additions @mrkeenad explain that better Share this post Link to post Share on other sites
MrKeenard 0 Posted January 27, 2013 so what I want to do is talk to this one guy and at the end of the dialogue/cutscene you have to fight him Share this post Link to post Share on other sites
CompassNL 4 Posted January 27, 2013 How do I activate the ABS huds after I changed the script to: StartWithHud = false ? Share this post Link to post Share on other sites
Nicke 151 Posted January 27, 2013 @CompassNL: Using a script call with the following code: PearlSkillBar.show PearlBars.show Or to hide it... PearlSkillBar.hide PearlBars.hide Share this post Link to post Share on other sites
veinhardt.nightshade 1 Posted January 28, 2013 (edited) Good day! First of all, this is an awesome script! Thanks for putting this thing up! I don't think it is necessary, but when I set the second weapon combo sequence 'Tool Animation When' to hit, it doesn't show an animation to its target. Is it a bug or is it a misconfiguration? This is an awesome battle system and thanks in advance. Regards, veinhardt.nightshade EDIT: Umm, I only want to show the animation if it will hit a target, not when the action pose is ended. Edited January 28, 2013 by veinhardt.nightshade Share this post Link to post Share on other sites
Lecode 34 Posted January 28, 2013 Hello.Congratulations for your script, this battle system is awesome.But there is one problem which make that I prefer XAS.I think there is a big lack of flexibility in the actions.The blows of sword for example is effective only on one cell. ( By default)In fact, the managements for areas is : cell by cell, starting from an epicenter.So, it's difficult to create real area for some weapons. (ex: sword)On Xas for sword blows there is an area of effect says' Frontsquare', which allows more flexibility.I think you should inspire you And maybe allow player to create complicated area. Good luck. Share this post Link to post Share on other sites
Falcao 88 Posted January 28, 2013 (edited) I dont like too much the comparisons, xas is a great action battle system, im not surprised if some peoples do prefer XAS than Pearl ABS. I didnt put too much effort to the Aoe, i did it but simple (as you said) and thats not mean the abs it is no flexible, (I think Universal tools and graphics for characters and enemies are more than enough to prove the flexibility) Edited January 28, 2013 by Falcao Share this post Link to post Share on other sites
Lecode 34 Posted January 28, 2013 (edited) Ok I understand.I find, however, that it's not very flexible with weapons only, since we must find a perfect distance between you and the monsters.What it may be, your script is excellent and can be better than could Xas if you will don't ignore these things. (It is only my opinion. Not too picky people like me will love it.) Have a nice evening / day. Edited January 28, 2013 by lecode Share this post Link to post Share on other sites
Falcao 88 Posted January 28, 2013 (edited) Ok I understand.I find, however, that it's not very flexible with weapons only, since we must find a perfect distance between you and the monsters. What it may be, your script is excellent and can be better than could Xas if you will don't ignore these things. (It is only my opinion. Not too picky people like me will love it.) Have a nice evening / day. I dont know what you mean with perfect distance between player and enemies, Every tools are represented by a Projectile character, if the tool is moving the area too (obviously) Here my cheap area code, look at this image representing an area made with a weapon, for me it is good as it is Edited January 28, 2013 by Falcao Share this post Link to post Share on other sites
Lecode 34 Posted January 28, 2013 Yes, I already tried, but the problem, with a size 2, monster can also be hitting behind.Not perfect, or I missed something. Share this post Link to post Share on other sites
Falcao 88 Posted January 28, 2013 There is a Tool Effect Delay = x You set the tool to make effect when it is right in the front Share this post Link to post Share on other sites
Lecode 34 Posted January 28, 2013 (edited) Ho Nice, I will eventually use the script.I should be able to do something good with it.Thank you Edited January 30, 2013 by lecode Share this post Link to post Share on other sites
Sievnn 14 Posted January 29, 2013 XAS is no match for this plus its very hard to use and has no party mode. Share this post Link to post Share on other sites
Falcao 88 Posted January 30, 2013 @veinhardt.nightshade Make sure your tool destroy delay is not too low, you dont want the tool to be destroyed before the animation is played Share this post Link to post Share on other sites
Chigoo 38 Posted February 2, 2013 how do i change the keys to numbers? Share this post Link to post Share on other sites
Falcao 88 Posted February 3, 2013 how do i change the keys to numbers? Look at the top of 'Pearl Battler setting' script and change the input values to N0, N1, N2 etc Share this post Link to post Share on other sites